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==Bio-Artefacts (Relics)== *'''Gestation Sac''': Once per battle, the bearer can perform an action that lasts your shooting phase and spawns a unit of D3+1 rippers within 3" of the bearer (and not within Engagement Range of enemy models) that do not cost reinforcement points. Good if you want to play with 30-60 points more that you can use to hold an objective or shield from enemy deepstrike. *'''Maw Claws of Thyrax''': No longer replaces your Claws/Talons and is just a flat upgrade to Characters. +1 Attack, re-roll all wound rolls in the fight phase, and each time you destroy an entire unit, you get +1 A (to a max of +3 in this manner). That's +4A if you can get there. **A Relic that gets better the more you use it, it makes anyone who can take it much more reliable in melee. *'''Pathogenesis''': Add 8" to the range of the user's ranged weapons, and it can re-roll a single hit and wound when shooting or firing Overwatch. Could be usefull if need the extra range but other than that the two re-rolls you get aren't really worth it. *'''Reaper of Obliterax''': Replaces a bonesword or the monstrous version. Same stats as the normal one, but every successful wound causes a MW, with a cap of 3MW, and the enemy unit cannot use any rules to ignore the damage caused by this weapon. **This is probably the best example of how later codexes are built over the earlier ones, since its special rule lets it ignore the prolific FNPs and even the "maximum of wounds per phase" rules that GW sprinkled all throughout the game. *'''Resonance Barb''': {{W40kKeyword|Psyker}} only. They can add +1 to their Psychic Tests, and know an additional power. **Not as useful as the pre-codex version, ''because you had a lot more powers then''. In an army with lots of Psykers, it's not the worst, but you have other options. *'''Scythes of Tyran''': Replaces 2 monstrous scything talons, for S+2 AP-4 D3, and you get 2 additional Attacks with this weapon. *'''Searhive''': Replaces a modelโs toxin sacs. All successful melee hits on non-Vehicle/Monster units automatically wound. Use this on a Trygon Prime with Heightened Senses and enjoy your 12 wounds D2 that bypass all transhuman bullshit. *'''Shardgullet''': Replaces a Heavy Venom Cannon. 36" Assault 3 '''S12 AP-5 D5'''. For when you want to pop a Leman Russ in one go. D5 helps it get over those obnoxious -1 Damage abilities [[Cheese|(such as the one you used to have)]] *'''The Balethorn Cannon''': Upgrades a stranglethorn cannon. 36" Heavy 3+D3 S10 AP-3 D3, Blast. Best used against heavy infantry and bikers, you'll wound on twos, have enough AP to get them to their invul, and do enough damage to kill non-minus 1 damage models. If want to go vehicle hunting take Shardgullet. *'''The Dirgeheart of Kharis''': After you make all your attacks in the fight phase, select one unit that you hit that round: they lose ObSec, and reduce their Ld by -1. **I mean, preferably you don't want anything to survive after you make all your attacks. Still, jumping on a unit camping an objective and using this in combo with Alien Cunning to steal it for yourself is a valid tactic, especially on some fast moving character that can hold its own. *'''The Passenger''': Only for Adrenal Glands Models, ''but does not replace it''. Gives +2 to Charges and Advances, great for charging out of deepstrike with a trygon prime or a winged tyrant. *'''Ymgarl Factor''': At the beginning of each fight phase, pick between +1T, +1A, ''or'' +2S. The stat returns to normal after the fight phase. Nice if you want some versability in combat.
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